Ranking Factorio Defenses - Tier List
121K views · Dec 21, 2024 · Gaming
Comments · 473
@logan5018 · 1 year ago
flamers got absolutely shafted. anyone thats played a deathworld or rampant knows theyre absolutely invaluable
881
@christianbay7614 · 1 year ago
Flamethrower is S-Tier and a single oil well can power the entire base for the entire play-through without issues and it is a must on higher difficulties
606
@JJDude1205 · 1 year ago
I don't know how anyone can justify putting flamethrower in anything other than S tier
109
@erichimmelblau877 · 1 year ago
Where is the Locomotive Chainsaw?
1.1K
@givy120 · 1 year ago (edited)
Flamethrower is absolute OP thing when it comes to high difficulty, because you unlock it with blue science and it can be used up to green biters without any upgrades, because not only DPS is insane it's also doing splash damage<br>It's literally your only savior against blue biters that appeared too early, because red-ammo turrets and lazers without damage upgrade are very weak against blue biters<br>So if you're playing on a deathworld - even one flamethrower in addition to your normal lazer turret spam will increase your defense capabilities in multiple times
735
@Netist_ · 1 year ago
The most overpowered turret, used by anyone who is proficient in the game mechanics: C tier
583
@acanadianderg4035 · 1 year ago
I wish artillery was viable in space.<br>Not for shorting down asteroids but for orbital bombardment
82
@SoysteinMD · 1 year ago
You have got to be out of your crack-smoking mind if you put THE undisputed s-tier flame turret in C.
40
@sakomeow · 1 year ago
hope you were joking when you said people don't use the flamer
431
@peenkle6857 · 1 year ago
flamethrowers are straight up op especially with light oil, if you are willing to work a little (make a pipeline and a tiny refinery site for light oil) they will clear anything you need without having to worry about setting up a nuclear or mass solar or have to upkeep ammo. i used flamethrowers only for my largest base that did around 1.5k spm (only have 700 hours don't hound me) and i never got a single building destroyed alert in the entire 140 hour run<br>Probably should've mentioned this only counts for nauvis in the beginning but alas
82
@macdjord · 1 year ago
Few things you missed:<br>- Resource efficiency! Specifically in the early game. Gun turrets consume ammo, which costs resources to make. On higher difficulties, you can even get into a situation where the ammo required to kill a single biter creates more pollution to make than that biter cost to spawn, resulting in a death spiral. Flamethrower turrets, on the other hand, require only a <b>tiny</b> amount of oil per shot, and are available much, much sooner than laser turrets. Many Deathworld runs come down to 'can I get oil and flamethrowers working before the bugs kill me?'.<br>- On Gleba, while your primary defenses will be tesla and/or rocket turrets, you still want some gun or laser turrets backing them up. The strafer pentapod's projectile spawns a wriggler when it hits, and having a line of gun or laser turrets to take those out means the tesla and rocket turrets, both of which are rather slow-firing, don't have to waste time doing so. (It's especially important with rocket turrets, which have a minimum range and, if using explosive rockets, will cause friendly fire.)<br>- Land mines have a niche use: biter eggs and pentapod eggs. Both of these spoil into their respective enemy after a certain period. Worse, because all items in a stack share the same spoil timer, if you have a full stack of them spoil, you suddenly have <i>50</i> biters or pentapods spawning at once in the middle of your base! However, if you surround the chest where the eggs are stored with a few land mines, then the moment the enemies spawn, they set off the mines, which do area damage, thus killing them all at once. (The explosion usually also destroys the chest, which is actually a good thing, since destroying a chest destroys all the items in the chest, meaning if you has any additional stacks of eggs in there that were just about to spoil, they are no longer a problem.)<br>- Railguns cannot fire over walls; their projectile will damage anything friend or foe, that's in its path when it fires. This makes them a lot less useful on Nauvis, where walls are standard, but is less of a problem on Gleba, where many enemies can just walk right over walls anyway.<br>- Railguns can be useful on Gleba, where even the smallest stompers have more HP than behemoth biters on Nauvis.<br>- Railguns and artillery are both useful for killing demolishers on Vulcanus. Though technically that's not them being <b>defenses</b> but <b>offenses~</b>
123
@AndrewChumKaser · 1 year ago
Railgun is also very restricted in terms of placement because you essentially need to keep their front unblocked because they'll punch through your walls and destroy them when they fire, which is another contributor towards their heavily restricted placement.<br><br>They have exactly one use outside of the trip to the shattered planet, and that's oneshotting demolishers. That's all they're good for.
58
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